Successful build - Chance fights ever on the side of the prudent.
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May 11 2022
Successful build - Chance fights ever on the side of the prudent.
X11 functions, including screenshots. :)
In D4643#197417, @Mercury wrote:@Stan Have any instructions for Linux?
git diff --no-prefix -U9999 according to The Internet.
Also, please set the repository correctly when manually uploading the patch. That way our linter can tell you part of our coding conventions. :)
May 10 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Always load the network JSI functions.
Assertion failure: aDst + aNElem <= aSrc || aSrc + aNElem <= aDst (destination and source must not overlap)
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
see D4627
"Needs another fix to be tested so trust me bro ™"
ok
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
I didn't check but do we know we don't have an old distro we support with a stupidly old boost, in which case we should add a safeguard ? Like nvtt.
AutoCheckCannotGC needs a scope
You don't have to abandon you can just overwrite :)
Build failure - The Moirai have given mortals hearts that can endure.
Build is unstable, some tests have failed - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
@wraitii Ok, thanks for the help :)
I will redo this, as the code here is an unreadable mess, same for the commit history
style conformity changes, no semantic change.
With SDL_VIDEODRIVER=wayland(or disabeling xwayland) sdl_video_backend is Wayland and without x11.
After using atlas sdl_video_backend is none.
Screenshots work in the game and atlas.
Think this approach is workable, will let freagarach take over :)
Remove DamageTaken, add attacker and attackerOwner to HealthChanged
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Apply the patch and compile the game
ok
Check that text input and multiline text are correctly clipped
I did not encounter any problems.
In D4643#197432, @Mercury wrote:So If I add changeOrigin to Reduce and to RegisterHealthChanged then I could add it to the HealthChanged message.
Does this sound good? If so should I pass attackerOwner along with it?
HealthChanged is fired in RegisterHealthChanged
RegisterHealthChanged is called in Reduce
Reduce is called in TakeDamage
TakeDamage has attacker
Apply the patch and compile the game
Run the game
ok
Change something in shaders
Changing binaries/data/mods/public/shaders/glsl/common/debug_fragment.h while the game is running
- from return vec3(alpha);
- to return vec3(1.0, 0.8, 0.0) * (1.0 - alpha);
It would crash without the patch being applied.
With the patch, a crash could no longer be observed and the colour change takes place correctly within the game window.
Hm, hadn't though of loot. Your right, that's more annoying.
Missing extensions/egl.txt
@wraitii Another issue with storing which entity they died trying to get out of is that the entity might not be destroyed at that moment.
@wraitii Storing in the stats tracker and integrating at the end sounds ok. It won't assign loot.
Refs D3186.
I think we found a better idea, see comments in the fixing diff that ended up being committed.
As for some knowledge drop:
In D4643#197406, @Mercury wrote:SendGlobalMessage(ent, msg);
that doesn't seem right? The messages are sent to the components they are supposed to go to on line 990?
By the way, your patch is missing context. You need to configure arcanist to show more https://trac.wildfiregames.com/wiki/Phabricator#OnWindows
In D4643#197400, @Mercury wrote:Looking at source/simulation2/system/ComponentManager.cpp line 974 it seems to be saying that when you provide an entity to PostMessage only the components of that entity will be notified.
oh wait, the last line of
void CComponentManager::PostMessage(entity_id_t ent, const CMessage& msg)
is
SendGlobalMessage(ent, msg);
In D4643#197400, @Mercury wrote:Looking at source/simulation2/system/ComponentManager.cpp line 974 it seems to be saying that when you provide an entity to PostMessage only the components of that entity will be notified.
Sorry to be a talking back to you like this as a newcomer to the project :/
In D4643#197399, @marder wrote:In D4643#197397, @Stan wrote:Do not know. It has to be checked using the profiler. See https://trac.wildfiregames.com/wiki/EngineProfiling and https://trac.wildfiregames.com/wiki/Profiler2
maybe we need a performance test map that includes garrisoned buildings, healers, heroes, garrisoned ships ect, so one can use the in game profiler for a quick test?
Looking at source/simulation2/system/ComponentManager.cpp line 974 it seems to be saying that when you provide an entity to PostMessage only the components of that entity will be notified.
In D4643#197397, @Stan wrote:Do not know. It has to be checked using the profiler. See https://trac.wildfiregames.com/wiki/EngineProfiling and https://trac.wildfiregames.com/wiki/Profiler2
Do not know. It has to be checked using the profiler. See https://trac.wildfiregames.com/wiki/EngineProfiling and https://trac.wildfiregames.com/wiki/Profiler2
@Stan would something like
In your case all entities on the map, whether they are allies, neutral or enemies will be notified.
@Stan Is that true when the event is targeting a single entity as well?
In a browser, maybe. But the implementation we have in the engine is different. Lots of entities to iterate and iteration is slow in a std::map.
I put some time into thinking about how to do this without a message but didn't come up with anything better. JS event emitters are generally kinda cheap I thought? Just a hash table lookup with a JIT symbol and a run through an array of callbacks. Should cost almost nothing if there are no listeners. O(1)?
First of all, thanks for working on this. :)
included previously unincluded files
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fixing which files are included hopefully
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
(Sorry for spamming the diff. It was less work than expected.)
I'll try and rewrite the tests.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fix tests.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.